Geequlim / ECMAScript

Javascript binding for godotengine
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fix: generating declaration file inside editor #190

Open nmerget opened 7 months ago

nmerget commented 7 months ago
SebastianAtWork commented 4 months ago

Hi, I would also like the d.ts file to be generated correctly and I would be happy to help in archiving this. Currently, when I try to use this pr branch, I get around 218 missing declaration errors: `godot.d.ts:107978:50 - error TS2304: Cannot find name 'Transform3D'.

107978 set_pose(name: StringName | string, transform: Transform3D, linear_velocity: Vector3, angular_velocity: Vector3, tracking_confidence: XRPose.TrackingConfidence) : void;


godot.d.ts:108058:24 - error TS2304: Cannot find name 'Transform3D'.

108058          static world_origin: Transform3D;

godot.d.ts:108086:32 - error TS2304: Cannot find name 'Transform3D'.

108086 static get_hmd_transform() : Transform3D;


godot.d.ts:108095:29 - error TS2304: Cannot find name 'Dictionary'.

108095          static get_interfaces() : Dictionary[];

godot.d.ts:108098:34 - error TS2304: Cannot find name 'Transform3D'.

108098 static get_reference_frame() : Transform3D;


godot.d.ts:108119:31 - error TS2304: Cannot find name 'Transform3D'.

108119          static get_world_origin() : Transform3D;

godot.d.ts:108122:36 - error TS2304: Cannot find name 'Transform3D'.

108122 static set_world_origin(p_value: Transform3D) : void;


godot.d.ts:111135:36 - error TS2304: Cannot find name 'Dictionary'.

111135          static get_global_class_list() : Dictionary[];

[12:28:23 PM] Found 218 errors. Watching for file changes.`

And indeed, these types are not generated. Are they supposed to come from somewhere else or am I missing something?

SebastianAtWork commented 4 months ago

I see Transform3D generated as Transform btw. But nothing like Dictionary.

drwpwrs commented 1 week ago

@SebastianAtWork I played with this a bit and resolved the Transform3D and Dictionary issue.

Using this PR's branch:

You should be able to fix Transform3D by going into misc/godot.d.ts and renaming the Transform class symbol to Transform3D

For Dictionary, it looks like that's supposed to resolve to object for the final output, but *[] breaks the type conversion.

In editor/editor_tools.cpp, replace the function get_type_name with this:

static String get_type_name(const String &p_type) {
    if (p_type.is_empty() || p_type == "void")
        return "void";

    if (p_type.ends_with("[]")) {
        String base_type = p_type.substr(0, p_type.length() - 2);
        return "Array<" + get_type_name(base_type) + ">";
    }

    if (p_type == "int" || p_type == "float")
        return "number";
    if (p_type == "bool")
        return "boolean";
    if (p_type == "String" || p_type == "NodePath")
        return "string";
    if (p_type == "Array")
        return "any[]";
    if (p_type == "Dictionary")
        return "object";
    if (p_type == "Variant" || p_type.contains("*"))
        return "any";
    if (p_type == "StringName")
        return "StringName | string";
    return p_type;
}